UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/PostProcessing/HDROutputDefines.cs
2024-10-27 10:53:47 +03:00

81 lines
2.1 KiB
C#

using UnityEngine.Serialization;
namespace UnityEngine.Rendering
{
/// <summary>
/// The available options for range reduction/tonemapping when outputting to an HDR device.
/// </summary>
[GenerateHLSL]
public enum HDRRangeReduction
{
/// <summary>
/// No range reduction.
/// </summary>
None,
/// <summary>
/// Reinhard tonemapping.
/// </summary>
Reinhard,
/// <summary>
/// BT2390 Hermite spline EETF range reduction.
/// </summary>
BT2390,
/// <summary>
/// ACES tonemapping preset for 1000 nits displays.
/// </summary>
ACES1000Nits,
/// <summary>
/// ACES tonemapping preset for 2000 nits displays.
/// </summary>
ACES2000Nits,
/// <summary>
/// ACES tonemapping preset for 4000 nits displays.
/// </summary>
ACES4000Nits
}
/// <summary>
/// The available options for colorspace when outputting to an HDR device.
/// </summary>
[GenerateHLSL]
public enum HDRColorspace
{
/// <summary>
/// Rec709 color primaries with D65 white point.
/// </summary>
Rec709,
/// <summary>
/// Rec2020 color primaries with D65 white point.
/// </summary>
Rec2020,
/// <summary>
/// P3 color primaries with D65 white point.
/// </summary>
P3D65
}
/// <summary>
/// The available options for color encoding when outputting to an HDR device.
/// </summary>
[GenerateHLSL]
public enum HDREncoding
{
/// <summary>
/// Linear OETF.
/// </summary>
Linear = TransferFunction.Linear,
/// <summary>
/// ST 2084 PQ OETF
/// </summary>
PQ = TransferFunction.PQ,
/// <summary>
/// Gamma 2.2 OETF.
/// </summary>
Gamma22 = TransferFunction.Gamma22,
/// <summary>
/// sRGB curve OETF.
/// </summary>
sRGB = TransferFunction.sRGB
}
}